Extreme optical shooting simulator

ABSTRACT

The extreme optical shooting simulator is used for team military games and sport competitions and as a tactical training device. It consists of a simulation ‘gun’ and a personal target. Two emitters are mounted on the simulation ‘gun’: a narrow-beam emitter ( 1 ) in which a laser or non-laser light-emitting diode is installed as a source; and a wide-beam emitter ( 2 ) having a non-laser light-emitting diode installed therein. When a signal is received from the low-divergence emitter ( 1 ), a precise hit on the personal target is simulated by means of ‘ammunition’ mounted thereon for an acoustic pyro effect with smoke ( 3 ). If a signal is received from the high-divergence emitter ( 2 ), devices ( 4 ) for the acoustic simulation of flying bullets, a light-emitting diode display and mechanical vibration are activated. The purpose of the invention is to add an extreme hit effect and the effect of bullets flying past the player to optical ‘laser tag’-type shooting simulators.

FIELD OF THE INVENTION

The present invention relates to an extreme optical shooting simulator used for team military games, sport competitions and as a tactical training device.

DESCRIPTION OF THE RELATED ART

A “light gun” is known in which the shot is simulated by a non-laser emitter, usually having an infrared light-emitting diode as a source, wherein a personal target for receiving and counting the hits from the simulator which is mounted on the player body comprises a photo-detector array and electronics for hit processing and registration /1/. Similar systems have been distributed under the trade name “outdoor laser tag”.

A disadvantage of the “light gun” is the relatively wide beam which is used to simulate a shot, compared to a laser system of this type which makes hitting unrealistically easy. Therefore, it is difficult to be applied as a sport or training means.

Another disadvantage of the “light gun” is the lack of “ammunition” with an extreme effect for the player in case of a hit—for example, an effect which causes pain or stress. Usually, this disadvantage makes the play boring for players older than 14 years of age, i.e., when the effects are only electronic, as in a play game.

Still another disadvantage of the “light gun” is the lack of the simulation of “flying bullets” which is separate from the one for a precise hit and which warns the player that he/she is under fire.

Special “ammunition” is also known, and namely, a gelatin ball for paintball /2/ and a marker for a paintball game /3/. Due to the fact that the game marker fires the ball with a dosed gas pressure, a firing range of about 30 meters and a speed of 90 m/s are achieved, and there is a feeling of a hit and pain from the paintball ball which weight is only about 3 g, whereby there are clearly visible spots from the hit of the special “ammunition” which are able to be washed away since they comprise water soluble dyes. The visible mark or hit allows for sport counting of the result, and the feeling of a hit, pain and the howl of the balls flying nearby raise the adrenalin, thereby making the paintball the most popular extreme sport and attraction nowadays which is played by millions of players.

A disadvantage of the paintball is the short firing range compared to the “light gun”. The latter has a firing range of 200-300 meters which is about 10 times greater than the one in paintball. This disadvantage is insuperable in paintball, for every system based on firing a solid particle to simulate a shot, because to achieve such a firing range, the initial speed and the kinetic energy of the solid particle fired, respectively, have to acquire values which may cause severe injuries to people or even death.

Still another disadvantage of the paintball is the need of using a safety face mask so as to avoid blinding of the human eye due to the hitting force of the ball. This disadvantage does not allow for playing in public areas, such as urban parks, but requires playing the game in desolate natural areas or on playgrounds intentionally equipped with protective meshes for the spectators. This requires also a comparatively high minimum age limit for participation in the game—usually the players have to be above 16 years of age. In addition, the use of a mask during the game causes discomfort and does not provide for good visibility.

Still another disadvantage of the paintball is the environmental contamination with dyes and residues of the ball wrapping, therefore, it is preferable to use only playgrounds which are intentionally enclosed. Also, the mechanical hit marking, in contrast to the electronic marking which is realized in the “light gun” does not allow for precise counting of the results and for automatic shot blocking, but requires frequent intervention on the part of a judge which might be rather disputable.

Still another disadvantage of the paintball is the low accuracy of shooting and the large degree of scattering the hits due to the fact that the paintball marker is a smooth-bore firing system. The electronic laser or optical simulators do not feature hit scattering, and the accuracy of shooting is high which, as a simulation, draws these systems nearer the actual rifled-bore light shooting gun.

SUMMARY OF THE INVENTION

The extreme optical shooting simulator comprises a simulation gun and a personal target. According to the invention, two emitters are mounted on the simulation gun—a narrow-beam emitter (i.e. having low divergence) with a laser or non-laser light-emitting diode mounted therein, and a wide-beam emitter (having higher divergence). When a signal is received from the low-divergence simulator, a precise hit in the personal target is simulated by means of “ammunition” mounted thereon for creating an acoustic pyro effect with smoke, and when a signal is received from the high-divergence simulator, an acoustic simulation of a flying bullet is activated which is accompanied by light-emitting diode display and mechanical vibration of the target.

The special “ammunition” for an acoustic pyro effect with smoke is mounted at the personal target, preferably on the player helmet, and consists of a cylindrical metal housing attachable to the target by means of a screw thread; said housing accommodates an electric squib for multiple use, consisting of a ceramic base with a spiral track in which a heating conductor is mounted, wherein the conductor is welded at its one end to a central electrode, and at the other end—to a spring contact. The heating conductor is in a mechanical contact with a cylindrical removable capsule which bottom comprises three layers, and namely, one thin layer of a flammable substance above which a small power layer is arranged which, in its turn, is followed by a third, encapsulating layer. This multi-layer structure is enclosed by a cylindrical smoke candle comprising a main substance which releases smoke during combustion. In addition to the main substance in the cylindrical smoke candle, there are other chemical components which, during their combustion, release coloured aerosol particles; the latter allow the narrow-beam emitter in the target to visually distinguish the first, second, third or more precise hits. The end of the “ammunition” housing closes by means of a threaded connection with a metal cap in which nozzles are drilled for releasing the combustion gases and the coloured smoke.

A non-laser narrow-beam emitter (i.e. having low divergence) may be mounted on the extreme optical shooting simulator. The image of the crystal of the non-laser light-emitting diode therein is projected using positive lens above a diaphragm having an aperture smaller than this of the image, said aperture can be considered similar to a point radiation source and is located in the focus of second positive lens that plays the role of a collimator. Furthermore, the divergence of the non-laser emitter beam may have parameters close to those of a laser emitter with a wide spectral radiation characteristic, a relatively low power and absolute safety for the human vision.

A main advantage of the invention is that special “ammunition” is used for counting of precise hits in electronic simulation systems of the type “light gun” or “outdoor laser tag” with the extreme effect of a howl from the powder charge; said “ammunition” is safe during operation, but causes a stress effect in the player, without pain and mechanical damages as in paintball. Thus, the lower age limit of the possible players in case of extreme military games may be reduced, but the number of the full-aged players willing to have extreme effects will not be decreased, but on the contrary—it will increase. Also, this special “ammunition” marks the hit with coloured smoke which ensures much better display for a sports game compared to the paint spot in paintball and which might be seen by the players, as well as by the possible spectators of the game, from a great distance. The special “ammunition” structure makes it completely safe for the player. It is fire-safe, it does not release debris contaminating the environment, but only coloured smoke. The special “ammunition” comprises housing and an electric detonator for multiple use and is charged with a relatively cheap cylindrical removable capsule.

An important advantage of the invention is that it achieves simulation very close to the real fight with the “outdoor laser tag” systems. Thus, they will have a signal which will notify the player about bullets flying nearby, within a definite angle of deviation from the precise shooting. In addition, high precision of shooting will be necessary for attaining a precise hit; the simulated shot distance will be equal to the one of a real gun—up to 500 meters. Another advantage of the inventions is that all this may be achieved on the basis of a non-laser technology with guaranteed safety for the players and the spectators of the game. Simulation of electronically defined number of bullets, traditional for the “outdoor laser tag”, and simulation of a particular firing range and firing speed identical to the one of a real gun are preserved. Thus, the “outdoor laser tag” systems, due to the present invention, will become the perfect military training means and a popular extreme sport.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a functional flow-chart of an extreme optical shooting simulator.

FIG. 2 is a general assembly drawing of special “ammunition” having an acoustic effect and smoke for an extreme optical shooting simulator.

FIG. 3 illustrates the optical system of a non-laser narrow-beam emitter for an extreme optical shooting simulator.

DETAILED DESCRIPTION OF PREFERRED EMBODIMENTS

The extreme optical shooting simulator (FIG. 1) comprises a simulation gun and a personal target, and the personal target has the form of a helmet, a vest or both. Photo sensors are mounted on the surface of the personal target, and electronics for hit processing and devices for realization of the hit effects are integrated in a special housing.

Two emitters are mounted in the simulation gun—emitter 1 having a narrow beam (i.e. low divergence) with a laser or non-laser light-emitting diode as a source mounted therein; and emitter 2 having a wide beam (high divergence).

Several (for example, three) “ammunitions” for creating an acoustic pyro effect with smoke 3 and devices for acoustic simulation of flying bullets, a light-emitting diode indication and mechanical vibration 4 are mounted at the personal target.

Both emitters can emit simultaneously a different code, for example, a tone code over a carrier signal (referred to as a first case in the text below), or the same digital code in sequence simulating a shot, for a short period of time (referred to as a second case in the text below). When, in the first case, only a signal from the wide-beam emitter 2 or only one sequence of the digital code emitted in the second case is received, devices for acoustic simulation of flying bullets, light-emitting diode indication and mechanical vibration of the target 4 are activated. However, when a signal from the narrow-beam emitter 1 in the first case or both digital code sequences in the second case are received, “ammunitions” for an acoustic pyro effect with smoke 3 are activated in the sequence of their numbers. In case of a first hit, “ammunition” for an acoustic pyro effect with a smoke 3 is activated, wherein the smoke is coloured, for example, in white. In case of a second hit (a second life lost), “ammunition” for an acoustic pyro effect with a smoke 3 in green is activated, and in case of a hit received by the personal outfit (game over), “ammunition” for an acoustic pyro effect with smoke 3 in, for example, red is activated.

The “ammunition” for an acoustic and pyro effect with smoke (FIG. 2) mounted at the target of the extreme optical shooting simulator comprises a cylindrical metal housing 5 attachable to the target by means of a screw thread; said housing accommodates an electric squib for multiple use, consisting of a ceramic base 6 with a spiral track in which a heating conductor 7 is mounted, wherein the conductor is welded at its one end to a central electrode 8, and at the other end—to a spring contact 9. The heating conductor 7 is in a mechanical contact with a cylindrical removable capsule which initiates an acoustic pyro effect and ignites a cylindrical smoke candle 12 arranged in the “ammunition” housing and made of a substance which releases smoke during its combustion and also additives releasing coloured aerosol particles when ignited; wherein the particles allow the narrow-beam emitter in the target to visually distinguish the first, second, third or more precise hits, wherein the “ammunition” housing 5 closes by means a threaded connection with a metal cap in which nozzles are drilled for releasing the combustion gases and the coloured smoke.

The cylindrical removable capsule which is placed in the “ammunition” for an acoustic and pyro effect with smoke (FIG. 2) has a shape of a cylinder open at its upper end, wherein its bottom consists of three layers, and namely, one thin layer of a flammable substance 10 above which a small power layer 11 is arranged, which, in its turn, is followed by a third encapsulating layer 13. This three-layer structure is enclosed by a cylindrical smoke candle 12 comprising a main substance which releases smoke during its combustion, wherein the substance contains also additives releasing coloured aerosol particles when ignited. In one exemplary embodiment, the main material of which this capsule is made is nitrocellulose having properties of a plastic, which is flammable and releases white smoke during combustion. The cylindrical smoke candle 12, as well as the encapsulating layers 10 and 13, may be formed during their production of nitrocellulose material comprising additives which release coloured aerosol particles during their combustion. A small power charge 11 is enclosed among the encapsulating layers 10 and 13.

In one preferred embodiment, the narrow-beam emitter (i.e. low-divergence) 1 (FIG. 1) does not comprise a laser source (FIG. 3), wherein the image of the crystal of the non-laser light-emitting diode 15 therein, is projected using positive lens 16 above a diaphragm 17 having an aperture smaller than this of the image. Furthermore, this aperture may be considered similar to a point radiation source and is located in the focus of second positive lens 18 used as a collimator.

APPLICATION OF THE INVENTION

“Ammunitions” for an acoustic pyro effect with smoke 3 are charged before the game or the training with cylindrical removable pyrotechnical capsules which bottom comprises three layers, and namely, one thin layer of a flammable substance 10 above which a small power layer 11 is arranged, which, in its turn, is followed by a third encapsulating layer 13, wherein the whole three-layer structure at the bottom of the removable capsule is enclosed by a cylindrical smoke candle 12 comprising a substance releasing smoke during its combustion which also contains additives releasing coloured aerosol particles when ignited. After that, the “ammunitions” for an acoustic pyro effect with smoke 3 are screwed at the places intended for this on the player outfits (on the helmets). The game systems switch on and the game starts.

If, during a game, the wide-beam emitter 2 receives a hit, then devices for acoustic simulation of flying bullets, light-emitting diode indication and mechanical vibration 4 are activated at the hit player. Thus, the player is warned that he/she is under fire. If the hit is due to a precise shot of an enemy player, i.e. the hit is received by the narrow-beam emitter 1, then “ammunition” for an acoustic pyro effect with smoke 3 is activated. This occurs within the “ammunition” itself as follows. First, the heating conductor 7 for a split second, under the influence of flowing current controlled by the electronics, is heated to a temperature required for burning the contacting layer of a flammable substance 10 of the removable cylindrical capsule. As a result of this, the powder charge 11 enclosed from all sides ignites, and the encapsulating layer 13 bursts under the pressure of the powder gases and initiates an acoustic pyrotechnical effect. Finally, the burning powder gases ignite the cylindrical smoke candle 12 comprising a smoke-releasing substance which goes out through the nozzles of the cap 14, together with the powder gases.

After the end of the game, the activated “ammunitions” for an acoustic pyro effect with smoke 3 are cleaned of the solid combustion residues and may be charged with new cylindrical removable capsules.

REFERENCES

1. BG 62 532

2. U.S. Pat. No. 4,634,606

3. U.S. Pat. No. 4,531,503 

1. An extreme optical shooting simulator comprising a simulation gun and a personal target, which comprises two emitters mounted on the simulation gun—a narrow-beam emitter, i.e. having low divergence with a laser or non-laser light-emitting diode mounted therein as a source, and a wide-beam emitter having high divergence having a non-laser light-emitting diode installed therein, wherein when a signal is received from said low-divergence emitter, a precise hit on the personal target is simulated by means of “ammunition” mounted thereon for an acoustic pyro effect with smoke, wherein when a signal is received from said high-divergence emitter, devices for acoustic simulation of flying bullets, a light-emitting diode display and mechanical vibration are activated.
 2. “Ammunition” for an acoustic pyro effect with smoke mounted at the target of the extreme optical shooting simulator according to claim 1, consisting of a cylindrical metal housing attachable to the target by means of a screw thread; said housing accommodating an electric squib for multiple use, consisting of a ceramic base with a spiral track in which a heating conductor is mounted, wherein said conductor is welded at its one end to a central electrode, and at the other end—to a spring contact, wherein said heating conductor is in a contact with a cylindrical removable capsule which bottom consists of three layers, and namely, one thin layer of a flammable substance above which a small power layer, is arranged, which, in its turn, is followed by a third encapsulating layer, wherein said whole three-layer structure is enclosed by a cylindrical smoke candle comprising a main substance which releases smoke during its combustion, wherein said substance contains also additives releasing coloured aerosol particles when ignited; the latter allow the narrow-beam emitter in the target to visually distinguish the first, second, third or more precise hits, wherein the upper end of said “ammunition” closes by means of a threaded connection with a metal cap in which nozzles are drilled for releasing the combustion gases and the coloured smoke.
 3. A non-laser narrow-beam emitter, i.e. having low divergence, for an extreme optical shooting simulator according to claim 1, wherein the image of the crystal of the non-laser light-emitting diode therein is projected using positive lens above a diaphragm, having an aperture smaller than this of the image; said aperture may be considered similar to a point radiation source and is located in the focus of second positive lens used as a collimator. 